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View Thread: Map: DaisyTown2
Vietcong.Info » Vietcong General Discussion » Maps & Mapping
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Map: DaisyTown2
Kermit
DaisyTown2:

EDIT: DOWNLOAD HERE
http://www.vietco...amp;page=2


img202.imageshack.us/img202/567/daisytown2.jpg

(ingame map)

I'm almost finished with DaisyTown2, a newer version of my wild-west style map with more and better looking interiors and paths.
Just fixing a couple of bugs from the latest testversion.

Here is a changelist from the previous DaisyTown:

Download source  Code
DaisyTown2 - Custom Map 2011 by Kermit

Gamemodes:
CTF - normal capture the flag mode.
64 players.

DM - ordinary DM gamemode. Kill Everyone.
34 players.

ATG - Eliminate the opposing team to win the round.
64 players.

Pistols - CTF mode, revolvers only.
64 players.

RADIO - There is one radio on the map, get there as quickly as you can and play your sides music for 2 minutes to win the round!
64 players.

DTDM - Dynamic Team DeathMatch, you spawn in a team, and after some deaths the spawnsets changes and the combat area is somewhere else!
20 players.

SWAP - kill to make your team bigger, everyone you kill joins your team!
20 players.

Grenades are disabled for every gamemode.

---------------

Changes from DaisyTown to DaisyTown2:
-fixed: You can't crawl on the roof of the stable anymore.
-fixed: You can't easily block spawns by standing in a doorway of the spawnhouse
-fixed: Better clip-distances/lod's
-fixed: Sheriff-building's texture and window height
-fixed: Disabled grenades
-fixed: Spawns are now all inside the buildings/hallways, not in main part of stable or without any cover
-fixed: The windows of one of the spawnhouses are now really windows you can look/shoot through

-added: More space at edges of map, more paths/hallways/rooms. Unnecessary stairs and room in motel removed.
-added: More realistic interiors
-added: climable churchtower
-added: Shootthrough ceiling against camping in the attics of the spawnhouses.
-added: Gamemodes
-added: More sectors and ocluders
-added: Sidewalk planes, so players don't always have to jump
-added: More sounds
-added: Spectator camera's, including dynamic ones.

Have fun!
Greetings,

Kermit



Edited by Kermit on 16-11-2011 14:47
  x 1  x 2  x 2
 
PuMa
It looks and sounds like a cool map Smile I cant wait untill I can play it Smile Great job!!
SignatureWhat do you know about getting owned?!

Cheack out my esl page WhApAW-> http://www.esl.eu/eu/#/eu/player/2220025/
 
http://www.esl.eu/eu/#/eu/player/2220025/
KostiCZ
What about COOP?
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
mick
seems 2 be quite good map!
coop i think is needed only if it's big enough.
beside, i really like the SWAP mode WinkVC
Signaturevc1+fa; vc2+fb
 
Kermit
KostiCZ wrote:
What about COOP?


The map is mirrored, so designed for multiplayer.. Also it's a lot of closecombat and in my opinion vc coop is the best at larger ranges.. I don't think its fun when you enter a room and there's a bot behind the door... But you're a more experienced coopplayer then me of course..

I can ofcourse add atgcoop..
  x 1  x 1
 
ghost
If this is the same map terrain as daisytown then there is no point in coop as map is way too small....but cudos kermit the detail is stunning.
  x 1
 
Kermit
Ok, it's done!
Thanks LDC-78 for uploading the map here

I'll start up my own server with the map, but the .rar includes the picture above and a changelog.txtSmile

I fixed the dissappearing shelves by unlinking them.. All the linked objects had the same sector settings though so I guess it's more of an editor problem then my mistakePfft

About the SWAP gamemode:
First of all, it swaps your class as well. So best is to use unlimited classlimits for the classes you use.
Second, sometimes there is a round and people are swapped, but vietcong doesn't really execute it well, that means: Player is registered as a VC for next life, but is still a US. This shouldn't really give problems except that after a round is finished, you might spawn again, but all on the same team. Then automatically a new round starts and people are swapped. So no real problem, just double spawn. Also this is I believe vietcong's fault and not the scriptPfft
You could try programming "inbetween rounds" or something, but thats practically the same as it plays now I guess. The main goal of this gamemode is chaos anywayVC

Have fun!

HERE:
http://www.vietco...amp;page=2
Edited by Kermit on 16-11-2011 14:45
  x 1  x 1
 
Kermit
Also: this is what I've put in the mapscripts to disable the use of grenades:
case SC_NET_MES_CLIENT_TICK:


//weg met die nades
if (SC_P_IsReady(SC_PC_Get())){

if(SC_P_HasWeapon(SC_PC_Get(), 59)){ // nade
SC_P_ChangeWeapon(SC_PC_Get(),4,0);
}

if(SC_P_HasWeapon(SC_PC_Get(), 50)){ // vc nade
SC_P_ChangeWeapon(SC_PC_Get(),5,0);
}

}
  x 1  x 1
 
DeadWish
I have played this map today, it looks awsome. But i am a Coop player and it is way to small for that use.
Edited by DeadWish on 16-11-2011 17:00
 
Kermit
DaisyTown3 is finished!
Here are the fixes:
-fixed: Crash because of shootable bottles
-fixed: Door stable disappearing when in churchtower
-fixed: Attic above stable disappears inside the stable
-fixed: Some paintings disappearing
-fixed: Some objects on furniture in spawnhouse re-arranged
-fixed: Spawnhouse without lightmaps

-added: Little room in motel
-added: Flags for orientation
-added: Some new wallpapers
-added: Some new paintings

Probably you didn't notice any of these problems, apart from maybe the crash.
All that should now be solved.

Have funVC
  x 1  x 1
 
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